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% R8 ~6 t- {& c; o+ x7 R+ bhttp://www.matrixgames.com/forums/tm.asp?m=3185062& P: I% k0 Z$ {: E2 l6 {7 O4 u, @
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已经共享到岛群QQ和本论坛置顶资源帖 B( ?6 [9 D) D, h4 ~
/ P' C/ L* ~% t* g0 W大量更新,详见列表:' i" T' r8 V# |* w+ W1 K
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4 I0 j! x b) ]* \8 GChange History:
3 k0 U# b, Y- M2 h0 zV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( o& ~" `: M' O' w1. Seventh Update – This release is a comprehensive release updating all previous$ C3 G0 ?' r- D
versions to v1.01.17 beta
8 h# |# M0 i: w2. Code Changes$ \. H6 ?* m: Q
Fixed' L, p. U7 g6 C0 l* }3 A3 e
1. Display of AF/Port icon between player saves based on player's intel
9 S2 w' ]/ L3 M- N2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
- D6 Y! B0 M! J) B. @' @0 pweapon list updated
% P$ j/ G3 v7 W, b. ?3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 ]3 r5 m4 a) i9 k- o; C- ^4. Allow smaller 'reserve' space for small groups on ships
4 l) c# _: J5 Y7 Q1 E5. Preserve some more data when swapping fragment and parent to prevent lost of parent3 F g- D6 S8 A
6. Correct attacking plane count before final post-air combat0 k4 K: \4 r( p9 Q3 h/ h, \. R
7. Pilot promotion may have occured in error sometimes
$ y& q7 d6 T! ?# V% i# Q8. Raid detect message sometimes dropped of the combat report; [* H- r! o! n: J& e1 B
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
- U3 Z0 K7 X1 O% y, ngenerally, w' i0 S7 }" V- z
10. Some pilot-leader connections were being corrupted) \& ~" V' v/ i5 W: v
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. T5 R/ i4 f V$ M8 t Hother move issues due to the incorrect indicator6 }$ ~4 u- k0 P9 y
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 p1 F3 I7 r8 r; A/ t% Jdamage: X8 g. o# i% A, _# f1 O8 ^
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool) @/ x# p5 q9 r% W" O, r
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ v8 A5 Y. d0 R" O* |( Rdate sort
, t( C8 H, v. j$ C2 Z( I* @15. ASW groups not allowed to attack sometimes# I7 f9 d6 S6 N6 @! A
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. {1 v1 @. l% {+ cHQ/LCU to jump to reinforcement queue
# }. |4 L: v5 @$ U/ O. w17. Bug in bomber intercept if too many rounds of fighter v fighter combat
, U2 |) e8 ^& j2 R7 L- }0 _18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' v7 }, o/ g% Bat start of AE but crept back in sometime during updates
0 `) u2 m; b1 ?6 R, c: ]; @9 M19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 z( P( I& E3 H* A8 Y$ K$ Nfragment.2 @/ ?+ ?; }( L( S$ ^9 M! v# i
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 s t7 M' }, o+ o. n- N21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: ]2 ?+ X/ K8 P5 Eshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 h! b$ r; z+ d7 b( v; ?
set8 s, ~) A, S& z' G
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base. {* c6 ^- R' |
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
3 z' }, `+ T, W24. Bug caused F/FB to sometimes bomb at low altitude
8 o4 a) }) C1 O5 G/ R25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not9 H" V5 M; t8 \ i4 `2 t2 R( u
occurring properly.+ g9 _; h7 b, R
26. Bug in Industry 'failed' indication not showing properly sometimes* O- H0 k/ P: \3 e7 n) y$ r# n
27. Location check at scenario load to include small map sceanrios/ K. F, e% Q( B) K+ A6 w
28. Bug in air supply to fragments in a non-friendly base hex u/ @& z) K: P+ q. J
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: l; S. a4 A) |: Y5 jbeing set to homebase before execution of the mission – ie was returning to base8 ^9 l. p: u# e! q ^" ~
immediately% ?# |$ ~7 i/ R1 S' Z( T* V
30. Error in Strategic map display
& {- K# \6 ^; T V4 i. u31. Additional and stockpile options were not turned off when base was captured
) j3 Q! X* Z- U# Z) A7 [# |32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( e6 ?6 o8 V0 Y$ N9 D4 dmouse over$ q+ \) P8 O" B( O* G; k* i
33. Army experience being gained when not 100% prepared as per manual; changed to allow
; @2 \- a2 `; q' [% V; ychance to gain experience if >75% prepare and < 50% national exp level& b) D% t, b8 I& f% L
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to6 U5 d- b H' _, h1 E1 X0 W @' E
alleviate the incorrect experience gaining happening while in reinforcement queue7 z* x3 Q: }/ j1 p; O/ E8 {' c
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# C8 f- v$ m: A% U" dcaused unit to jump “off-rail” and move overland
/ `! B, h% p7 {$ a' n- H9 y% P36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
" m k2 q& e) h) e- H0 G: e37. Excessive accident messages on unload from TF reported
+ h2 F1 C* X+ v: H7 ]% j" ?& D( \$ g38. Reworked editor sub-unit merging as some devices could drop off the unit list when3 q( J( G. f! n1 o5 l8 }* u% o
merged causing smaller size unit than expected
Y \; z8 W7 h2 G+ x39. Corrected possible TOE error in scenario data load for inactive units5 {) l3 ]3 Y9 ~8 S
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( j! u( K# q9 i( @5 Hhowever be allowed to do this. P, }; p2 H1 D" ]: u: F6 Z* x6 p
41. Possible CTD if sinking ship's load was a group
% @4 _8 `/ ~, U% q# G) R42. Limit the number of devices built from resources per unit during LCU replacements; this! \. W3 N( x- U& X: J, a
was causing an over production for that turn% g1 x" `6 R4 ?: O; W/ F- g: d% I
43. Retain day/night setting when creating group fragments
8 o( w# t# x! H44. Adjusted supply and fuel values in base list not to overrun the space( I5 O) v ?5 c
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ k6 |+ t+ O( K B* l0 ~# aadded YMS to Sweep TF in line with manual and code. v% `& n, Q2 }8 ~. g
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
& J3 q8 H- y; }: |rule relates to the abundance of manpower and is not covered by replacement pool. Normal k0 b# Y& Y0 \ q6 V. P- b$ [
rebuilding of destroyed units is not affected by this.; v) t4 ^# u9 V- z
47. Carrier capable and trained text not showing together on Group screen. F; [( s* e8 x% g1 x7 k0 a
48. Handle any blank re-name changes by ignoring them9 T2 s8 |: a i) d" \, m) H! F
49. Possible CTD when air fragments combine! H( ~" f$ E8 d$ R
50. Unloading TF can freeze a LCU onto a ship under some conditions
- O: s/ j% G( Q9 |$ M5 W& B+ `51. AI not behaving if main HQs missing (affects small map mainly)
: i% Q, p0 \2 x+ H+ v: s2 E4 Y52. AI using AGC for normal land units – removed from TF if not needed5 m5 a; E6 k% Z9 L2 b+ t
53. Soviet activation message not in Ops report) f7 u) P) J& B9 A G+ c5 j$ w
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- C1 y7 N' m" t% x7 e0 T55. Clear Soviet air balance if not activated. Possible incorrect base switching3 x1 M8 L: }( n1 m* {" t9 S# o% }
56. Sub attack against docked TF not happening for port size <3/ i$ M9 y- Q: L8 n+ u
57. Unit type changing unexpectantly
7 u! g8 ?, e+ B: w8 r4 O, P8 v58. Torpedo replacement on plane sometimes is missed
; \( k8 H c+ ?0 k+ j# v59. Double handling of overstacked supply requirements
3 w' U! C( P4 G# B, E60. Fixed alternate weapons for port attacks
8 _" z( M8 L" F6 K/ Z' f$ _61. Corrected weapon system damage to show after combat on ships in port rather than wait till
+ a7 @! a( m( o2 {$ v: l) H: esometimer in the ship repair cycle.
5 h8 g) r& k% } ] o62. Ship tonnage over 32K could cause repairs to fail
- w9 ]4 L& j5 nNew
; Z8 `' N+ K6 G3 E1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
0 N4 g0 {' g4 B. j- cport9 n8 D& y' |7 h# I7 p# M* i9 T
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 H3 M5 o9 h3 cTenders not counted l9 w8 t4 l& w8 @- \2 V. v, f3 n
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base( @! ]/ ?5 e/ w8 N, T
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 `( s7 v% |8 n
to remove damaged ships from TF
1 `, a, q' F: r# N4 d5. New filter for “non-building” devices in Industry pool screen0 b; _, ~& H6 o
6. New filter for “non-building” aircraft in Air Replacement pool screen0 l- c. a8 x; }' {+ U. Z3 i
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) |6 { H/ ]' `8 j- a3 {- Gmines (^) detected
% s' l6 D1 N) |0 }7 Q) Z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
& T+ V7 g7 h$ m' \1 n5 f5 g‘button6..’ image files, then these will be shown. If not, by default there are shown as% t$ s4 ^) L. {# M0 X# q* R
standard parachute unit icons3 r, B% o8 m' l( L" k3 Q4 x: h" D
9. Air/port damage and building is shown in base mouse over% ?2 A$ O- W( P% W
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- ?# T1 a+ l. b* |5 h* ~11. TF can be routed to stay within coastal hexes as much as possible1 u2 i4 p2 {, g
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
7 G7 @4 C4 q( N13. Added option on group and LCU reinforcement screen to turn off replacements
$ W3 V1 }5 {7 ]) J, e14. Current base can get supply returned to it when reserve planes returned which were
& R7 \/ a1 U5 J+ n, Coriginally supplied from another base$ I8 q1 M. A B9 A
15. Unit type filter on Troop Loading screen
8 s0 l6 v/ ^+ E16. Report killed ground units if not in combat report
9 g* T$ [; ] `& EChanged
% i- p4 x$ M5 M1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% N4 [. _' j4 U6 U4 h4 m(complements fix 18 above)
8 l& ?1 n3 P/ ?: v, b2. Permanently increased pilot array to 70K% B- s# n$ g0 t4 E; y
3. Increased number of air combat rounds are a factor of total aircraft involved; Q0 l; t v& }; a% `0 D/ ^7 T
4. Allowed submap to submap movement if land connected for land units. Should have been
2 U V6 j0 ?4 o6 uso as per Andrew Brown1 |9 V) S4 F: n. X
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 I& d: l" D4 C3 q( o/ l! ?
delay toggle instead+ N/ o! w; m. N5 D
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the. W, s/ Y) o. e, J. a! J
maintenace a bit more& @/ K8 y! ?% A
7. Support device replacements won't decrease the overall experience of LCU units. This does+ n# q& H/ [. p. J1 S
not alter the overall EXP change due when any replacements are received.
6 r; U. B# d, J. p- ^2 w( ]- h8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
\; {7 J2 @- C, s8 ?between the two but could break current games.* m, x3 s9 e1 c- H
9. Some LCU Prep points may be retained if unit is experienced L9 ^) W# }* G
Notes
# ~5 d! G4 n6 p7 _- ^' \1 e1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) h6 t% Q; J. d, e( Eshould not change player or HQ, even if not in play. These original HQs are used by the AI
' ^, q) _; \0 A- Wroutines so changing or deleting them can put the AI off. Changing other elements should
+ e! A+ G7 M2 ^( J7 ybe okay. F8 x2 ^- g' T5 `
2. Clarification to weapon filters for aircraft:
& Q3 z6 [# z- x( V5 T& APM_NAVAL_ATTACK 2 // used for naval attacks
7 Q2 K0 W3 R0 k- YPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
; w7 g8 X* T* [! OPM_LAND_ATTACK 8 // used for land (ground) attack
- e) m, @: O2 uPM_PORT_ATTACK 16 // used for port attack: F0 \- A$ f7 G2 n( r
PM_AF_ATTACK 32 // used for AF attack
4 I7 \& ~' r/ A! |Dropped any reference to secondary values for land and AF as they served no special use.
3 |3 y' m2 I2 |: G, }& EClarification changes8 t. ]. }3 @: Y) M7 N# ^) w
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 l7 I0 F" m" I# t4 q& mbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ `& H4 k2 |, j: Z) A' x9 F7 g' iMONGOLIA(91) or TANNU_TUVA(92).2 A" v* G0 R5 r: `8 i/ A$ p% E
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 z7 G1 Y9 g8 F, ?( Hb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes8 f. j" B. m5 X* o7 j9 [# g
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases9 P' L* t1 { }. y/ ^
after Soviets are activated, but can’t move% J1 M, s4 _- }, c7 p
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ E" }: j, v! ldisbanded in port.
! R& f X1 p3 f* ?e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 V4 T3 J$ q8 |/ Q* @3 Tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |